Alundra 2 was developed by Contrail, and published and localized
for North America by Activision. Unlike the name, the story has no
connection to the original Alundra. In fact, there is so very little in
common with the original at all, one would question the name. However
recent sequels by other developers have proved it can be done.

Most people's first impressions are of the graphics. This is
easily the worst part of Alundra 2. The rough edges of the polygons are
only matched by the blurry textures and at times visible breaks in the
characters. The unrealistic shapes of most of the main characters only
add to the sight for sore eyes. Fortunately, the scenery is a far bit
better made, and the NPC's don't move enough to show any flaws. Overall
a lot of refining could have been done in designing the 3D environment.
Since the cut scenes are polygonal, instead of fresh CG, there is no
improvement.

Too blocky for my taste

Then there is the music. The first impression was that the music
was right in the style of Alundra. Each piece fits the scene, and overall
a very decent sound. The problem is that there simply were not enough
different tracks. After the fourth or fifth dungeon, the music becomes at
best unnoticeable; at worst annoyingly repetitive.

The battle system is like most other Adventure RPGs. As Flint
explores a section of the world, enemies approach at set intervals and
patterns allowing the player anticipate their attack should an rea have to
be repeated. Also in tune with Adventure RPGs is no seperate screen to
fight, and no menu to slow the battle down. The only aspect that sticks
out is the odd delay after Flint strikes an enemy. The enemy will fall
over after a hit, or the end of a combo. After the enemy stands, there is
still a second or more where Flint can not strike the enemy again. Since
there is no indicator of when the invulnerability ends, the enemy will get
in a cheap shot if the player tries to strike again too soon.

Jump. Jump. Jump.

At this point the game sounds pretty dismal, but it does have good
points. Some very good points, honestly. The key point that keeps the
game going is the plot. Our hero, Flint, works against a corrupt regime
in order to clear the bounty on his head. Unlike the typical adventure
RPGs, the plot is not spelled out at the beginning of the game. There are
times where a twist in the plot will force Flint to work together with
former enemies in order to reach his goals. These twists keep the game
interesting.

Another key to keep the gamer interested are the small mini-games
built into the game. From a simple dart game to earn those elusive magic
upgrades, to fast paced escape routes fighting enemies and dodging
obstacles. The escapes are usually very difficult, but the player will
not be penalized too harshly for mistakes as there are a couple
checkpoints on each one to fall back on after a failure, making it
sometimes difficult, but not impossible.

Wild Escapes

The most memorable thing about Alundra had to be the
brain-busting, reflex-testing puzzles Alundra had to solve. Flint has
many of the same to solve. Overall most are not as mentally tough as the
previous game, but your reflexes are still tested. As if planning and
strategy were not enough to challenge the gamer, add the element of the
camera angle in a three dimensional world, and relatively simple tasks can
become lengthy combinations of precise timing of movements. Nostalgia of
Alundra's frustration will run free as you try and try again to pass each
puzzle.

Alundra 2 will bring back memories of those who have played the
original, but the move from 2D to 3D, as well as many different changes
loses the magical chemistry that Alundra had. While the puzzles are the
same style, the mixture of the new elements creates an entirely new
experience, but only an average one.